Editing Donkey Kong (PM)
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*{{buff|[[Giant Punch]] no longer causes DK to become [[helpless]] if used while airborne.}} | *{{buff|[[Giant Punch]] no longer causes DK to become [[helpless]] if used while airborne.}} | ||
*{{buff|[[Headbutt]] no longer [[meteor smash]]es, as it now [[spike]]s opponents, thus improving his [[edgeguarding]] potential.}} | *{{buff|[[Headbutt]] no longer [[meteor smash]]es, as it now [[spike]]s opponents, thus improving his [[edgeguarding]] potential.}} | ||
*{{buff|Headbutt's bury hitbox has been greatly increased. It now surrounds DK's head | *{{buff|Headbutt's bury hitbox has been greatly increased. It now surrounds DK's head, body, and greatly extends above and past his shoulder. The spiking hitbox for the aerial version has been increased to extend below DK.}} | ||
==Revisions== | ==Revisions== | ||
===v2.1=== | ===v2.1=== | ||
*{{buff|Donkey Kong's cargo drop from platforms glitch has been fixed | *{{buff|Donkey Kong's cargo drop from platforms glitch has been fixed}} | ||
*{{bugfix|Fixed Donkey Kong's dash attack grabbing the edge bug | *{{bugfix|Fixed Donkey Kong's dash attack grabbing the edge bug}} | ||
*{{buff|Donkey Kong is now be able to Fastfall his dash attack when it goes offstage | *{{buff|Donkey Kong is now be able to Fastfall his dash attack when it goes offstage}} | ||
*{{change|Donkey Kong's Up-Aerial received an animation adjustment | *{{change|Donkey Kong's Up-Aerial received an animation adjustment}} | ||
===v2.5b=== | ===v2.5b=== | ||
*{{buff|Donkey Kong's Dash and Run slightly increased in speed | *{{buff|Donkey Kong's Dash and Run slightly increased in speed}} | ||
*{{buff|Donkey Kong's Jab 1 comes out faster and links better into Jab 2 | *{{buff|Donkey Kong's Jab 1 comes out faster and links better into Jab 2}} | ||
*{{buff|Donkey Kong's Jab 2 hitbox sends at a higher trajectory than previously | *{{buff|Donkey Kong's Jab 2 hitbox sends at a higher trajectory than previously}} | ||
*{{buff|Donkey Kong's Neutral-Air has better coverage and comes out slightly sooner | *{{buff|Donkey Kong's Neutral-Air has better coverage and comes out slightly sooner}} | ||
*{{buff|Donkey Kong's Cargo hold mashing formula adjusted, and it is no longer possible to break out by holding up or down on the control stick | *{{buff|Donkey Kong's Cargo hold mashing formula adjusted, and it is no longer possible to break out by holding up or down on the control stick}} | ||
*{{buff|Donkey Kong's Up-B can now be reversed on the ground during startup | *{{buff|Donkey Kong's Up-B can now be reversed on the ground during startup}} | ||
*{{nerf|Donkey Kong's Forward-Air reduced slightly in damage and knockback, and a misplaced hitbox was moved from his body to his arm | *{{nerf|Donkey Kong's Forward-Air reduced slightly in damage and knockback, and a misplaced hitbox was moved from his body to his arm}} | ||
*{{nerf|Donkey Kong's Down-B knockback has been adjusted, extra shield damage removed, and is slightly less safe on block | *{{nerf|Donkey Kong's Down-B knockback has been adjusted, extra shield damage removed, and is slightly less safe on block}} | ||
*{{change|Donkey Kong's hurtboxes adjusted | *{{change|Donkey Kong's hurtboxes adjusted}} | ||
*{{change|Donkey Kong's Forward-Air spike sends slightly outward like other spikes do to be outside meteor trajectory range | *{{change|Donkey Kong's Forward-Air spike sends slightly outward like other spikes do to be outside meteor trajectory range}} | ||
*{{change|Donkey Kong's Down-Air leg hitbox position adjusted | *{{change|Donkey Kong's Down-Air leg hitbox position adjusted}} | ||
*{{change|Donkey Kong's Up-B multihits hit at the same times as they did in Melee | *{{change|Donkey Kong's Up-B multihits hit at the same times as they did in Melee}} | ||
===v2.6b=== | ===v2.6b=== | ||
*{{buff|Back-Aerial's sweetspot damage increased slightly. Duration on weaker hit increased slightly | *{{buff|Back-Aerial's sweetspot damage increased slightly. Duration on weaker hit increased slightly}} | ||
*{{buff|Cargo Hold is now fastfallable | *{{buff|Cargo Hold is now fastfallable}} | ||
*{{buff|Fixed an issue with dropping through a platform while Cargo Holding an item | *{{buff|Fixed an issue with dropping through a platform while Cargo Holding an item}} | ||
*{{nerf|Forward-Aerial damage and knockback reduced slightly | *{{nerf|Forward-Aerial damage and knockback reduced slightly}} | ||
*{{nerf|Dash-Grab distance reduced significantly. Grab boxes adjusted to better match animation | *{{nerf|Dash-Grab distance reduced significantly. Grab boxes adjusted to better match animation}} | ||
*{{nerf|Pivot Grab range reduced slightly | *{{nerf|Pivot Grab range reduced slightly}} | ||
*{{nerf|Neutral-B shoulder hit damage/knockback decreased significantly | *{{nerf|Neutral-B shoulder hit damage/knockback decreased significantly}} | ||
*{{nerf|Down-B range reduced significantly, graphical effects adjusted to match. Damage reduced slightly, knockback mostly compensated. Outer hitboxes send very slightly inward instead of straight up | *{{nerf|Down-B range reduced significantly, graphical effects adjusted to match. Damage reduced slightly, knockback mostly compensated. Outer hitboxes send very slightly inward instead of straight up}} | ||
*{{change|Neutral-B graphical effect visible at the appropriate time | *{{change|Neutral-B graphical effect visible at the appropriate time}} | ||
*{{change|Dash Attack duration reduced slightly. Strong hit damage increased slightly. Armor changed from 6/3% damage to Light Armor throughout. Grounded version can now be Jump Canceled a few frames after the hitbox terminates | *{{change|Dash Attack duration reduced slightly. Strong hit damage increased slightly. Armor changed from 6/3% damage to Light Armor throughout. Grounded version can now be Jump Canceled a few frames after the hitbox terminates}} | ||
===v3.0=== | ===v3.0=== | ||
*{{buff|Jab1 links more reliably into Jab2 | *{{buff|Jab1 links more reliably into Jab2}} | ||
*{{nerf|Grounded Dash Attack Jump-Cancel removed | *{{nerf|Grounded Dash Attack Jump-Cancel removed}} | ||
*{{nerf|Neutral-Air bone invincibility duration reduced significantly | *{{nerf|Neutral-Air bone invincibility duration reduced significantly}} | ||
*{{change|Dash Attack (ground & air) sweet/sourspot roles reversed from previously. Sweetspot now sends upward and has slightly less duration, sourspot sends outward | *{{change|Dash Attack (ground & air) sweet/sourspot roles reversed from previously. Sweetspot now sends upward and has slightly less duration, sourspot sends outward}} | ||
*{{change|Up-B travels less horizontal distance, but gains more height. SDI multipliers on grounded multi-hits reduced to be normalized | *{{change|Up-B travels less horizontal distance, but gains more height. SDI multipliers on grounded multi-hits reduced to be normalized}} | ||
===v3.5=== | ===v3.5=== | ||
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==Alternate costumes== | ==Alternate costumes== | ||
===Project M=== | ===Project M=== | ||
Donkey Kong has an alternate costume based on his secret boss fight in the Wii version of ''Punch-Out!!'' | Donkey Kong has an alternate costume based on his secret boss fight in the Wii version of ''Punch-Out!!'' The costume has no gameplay effects. It also has green and blue recolors so that it can be used in [[Team Battle]]s. The green color on Donkey Kong third ''Punch Out!!'' outfit is based on [[Little Mac]] and his default white recolor has its necktie changed from red to blue, in reference to [[mariowiki:Super Kong|Super Donkey Kong]] from ''[[mariowiki:Donkey Kong Country Returns|Donkey Kong Country Returns]]''. | ||
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==Trivia== | ==Trivia== | ||
*Donkey Kong is one of only two characters to be equipped with two [[spike]]s, alongside {{PM|Roy}}, who coincidentally shares the same falling speed. | *Donkey Kong is one of the only two characters to be equipped with two [[spike]]s, alongside {{PM|Roy}}, who coincidentally shares the same falling speed. | ||
==External links== | ==External links== | ||